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malibu43

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Everything posted by malibu43

  1. I just noticed the same thing and corrected it the other day. I'm running WOE patched up to date with Bunyap's weps pack installed. The weps pack installer automatically adds the data.ini with the updated weapon data, and this data.ini supercedes the data.ini from the patch. The data.ini from the weps pack must have been based on the older data.ini w/o the corrected weps positions. Anyway, Here is my data with the positions corrected: // Weapon Stations --------------------------------------------------------- [LeftOuterWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-4.10,-1.33,-0.23 AttachmentAngles=0.0,0.0,0.0 LoadLimit=272.16 AllowedWeaponClass=EP AttachmentType=USAF ModelNodeName=Pylon_Outer_L PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [RightOuterWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition= 4.10,-1.33,-0.23 AttachmentAngles=0.0,0.0,0.0 LoadLimit=272.16 AllowedWeaponClass=EP AttachmentType=USAF ModelNodeName=Pylon_Outer_R PylonMass=86.18 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [LeftInnerWingStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-2.91,0.14,-0.31 AttachmentAngles=0.0,-0.5,0.0 LoadLimit=1814.37 AllowedWeaponClass=BOMB,LGB,MER,FT AttachmentType=USAF ;ModelNodeName=Pylon_Inner_L ;PylonMass= ;PylonDragArea= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=Tank610_F15 [RightInnerWingStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=2.91,0.14,-0.31 AttachmentAngles=0.0,-0.5,0.0 LoadLimit=1814.37 AllowedWeaponClass=BOMB,LGB,MER,FT AttachmentType=USAF ;ModelNodeName=Pylon_Inner_R ;PylonMass= ;PylonDragArea= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=Tank610_F15 [CenterlineStation] SystemType=WEAPON_STATION StationID=5 StationGroupID=5 StationType=EXTERNAL AttachmentPosition=0.0,0.16,-1.05 AttachmentAngles=0.0,-0.5,0.0 LoadLimit=1814.37 AllowedWeaponClass=BOMB,LGB,MER,FT,EP AttachmentType=USAF ModelNodeName=centerline PylonMass=31.75 PylonDragArea=0.02 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= FuelTankName=Tank610_F15 [sparrowStation1] SystemType=WEAPON_STATION StationID=6 StationGroupID=4 StationType=SEMI_RECESSED AttachmentPosition=-1.63,1.84,-0.80 AttachmentAngles=-1.0,0.0,0.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=231.5 AllowedWeaponClass=SAHM AttachmentType=USAF MinExtentPosition= MaxExtentPosition= [sparrowStation2] SystemType=WEAPON_STATION StationID=7 StationGroupID=4 StationType=SEMI_RECESSED AttachmentPosition=1.63,1.84,-0.80 AttachmentAngles=1.0,0.0,0.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=231.5 AllowedWeaponClass=SAHM AttachmentType=USAF MinExtentPosition= MaxExtentPosition= [sparrowStation3] SystemType=WEAPON_STATION StationID=8 StationGroupID=4 StationType=SEMI_RECESSED AttachmentPosition=-1.47,-1.85,-0.80 AttachmentAngles=-2.0,-2.0,0.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=231.5 AllowedWeaponClass=SAHM AttachmentType=USAF MinExtentPosition= MaxExtentPosition= [sparrowStation4] SystemType=WEAPON_STATION StationID=9 StationGroupID=4 StationType=SEMI_RECESSED AttachmentPosition=1.47,-1.85,-0.80 AttachmentAngles=2.0,-2.0,0.0 MissileRollAngle=45.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=231.5 AllowedWeaponClass=SAHM AttachmentType=USAF MinExtentPosition= MaxExtentPosition= [sidewinderStation1] SystemType=WEAPON_STATION StationID=10 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-3.20,0.81,-0.11 AttachmentAngles=0.0,-1.0,90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName= PylonMass= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [sidewinderStation2] SystemType=WEAPON_STATION StationID=11 StationGroupID=2 AttachmentPosition=3.20,0.81,-0.11 AttachmentAngles=0.0,-1.0,-90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName= PylonMass= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [sidewinderStation3] SystemType=WEAPON_STATION StationID=12 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-2.63,0.81,-0.11 AttachmentAngles=0.0,-1.0,-90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName= PylonMass= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [sidewinderStation4] SystemType=WEAPON_STATION StationID=13 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=2.63,0.81,-0.11 AttachmentAngles=0.0,-1.0,90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=USAF ModelNodeName= PylonMass= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= Give that a try.
  2. Hey folks, I just noticed a strange issue with the overcast layer in my F4AF (1.13) install. I haven't played much lately, and I recently reinstalled windows XP, so I can't exactly pinpoint when this started happening or what I did at the time. During campaigns, the overcast layer will have random sections flickering. Hopefully some of you understand what I'm talking about, as this seems to be a farily common issue with games and video cards. I'm sure this is probably a video card or driver issue, but there isn't much I can do since I have an Intel GMAx3100 integrated card. What's strange is that it doesn't happen if I start in the air (ie - Instrument Landing training mission, or select an in progress mission in a campaign). If I start in the air, the overcast layer is just fine. Exit the mission, join a flight that hasn't taken off yet, get in the air, and the issue's back. It also seems to happen more often when looking from above rather than looking from below. Like I said, I'm sure the root cause is some graphics card issue, but there isn't much I can do about that. I'm hoping, though, someone might have some idea why it only happens in missions I start from the ground. If I can figure that out, maybe I can get it resolved. Thanks! *edit* - one idea... Could this be a 1.0.13 issue? Were there any changes from 1.0.12 to 1.0.13 that could have caused this?
  3. Does anyone have the NATO air defense mod working? I tried it and got CTD, then removed the target_types.ini and got the game to load. However, still no Hawks. Then I tried replacing all the HAWK specific entries in the targets.ini file with SAM, EW_RADAR, and SAM_RADAR. With all the ground objects installed and these entries in the targets.ini, I thought I would surely get some blue SAM's, but still none. Any other ideas for getting the HAWKS to work?
  4. Hey folks, I have some credit on Amazon and was thinking about getting Thud Ridge, as I've heard good things about it. But before, I buy it, I was wondering if there are any other books people would recomend instead. When I search for Thud Ridge, about 10 other similar looking books come up, and I don't know which ones are the best. I'm leaning towards something Vietnam era-ish, but that's really my only criteria. And I've already read the Flight of the Intruder series, so I'm not considering those. Thanks!
  5. Ahh... Thanks. That's cool. I'll definitely give that a try...
  6. Don't think I've posted this one before. Sorry if I have...
  7. It sounds to me more like it's an issue with the campaign. However, I've never played that campaign, so I can't guess as to what is causing it...
  8. So I'm assuming the 1st one is the one that's been around for a while, where they put a one, two, three, or four in front of the SAM launch warnings...? Is this correct? Can you be more specific about how the second one differs from the first? Are flight call signs added as well? "More detailed" isn't very descriptive...
  9. Devil 324, feet dry...
  10. For some reason, the singles have all the same data, models, etc... as the quads. It looks like a mix up before the file was loaded. I don't think there's anything you can do about that. Whoever origianlly posted the pack will have to see if they can post the correct single launcher. I don't know what to do about the skins. If I remember correctly, the SA-3's are also missing the NetworkType=SA-3 entry in the launchers and appropriate radars, which results in the SA-3's showing up with other launchers and radars. I don't remeber where the entry goes exactly, but if you look at the Data.ini for the SA-2 and Fan Song, you should see NetworkType=SA-2. Then add NetworkType=SA-3 to the same location in the SA-3 launchers, FlatFace radar, and Sidenet Radar. One of those radars should be type=EW_Radar and one should be type=SAM_Radar. Also change the Spoonrest to type=EW_Radar. I don't know if this is absolutely correct, but it gave me more correct looking SAM sites and networks.
  11. The best way to deal with this is to just ensure that the default strike loadout for all aircraft includes at least one type of dumb bomb. That way the AI flights will always have something to drop.
  12. *edit* - I should preface this by saying that I'm not ranting on the TW series. TK's done an outstanding job. This more or less just some comments regarding mine an others' efforts at expanding the scope of the game. - *end edit* I agree with you on that one and expand on it quite a bit. I put a decent amount of effort into my Linebacker III campaign, which takes place in '95. It's a lot of fun to scream around in F-18C's and F-15E's, and single missions and the campaign can be fun, but the bottom line is that the essence of modern arial combat is rooted in things that this sim doesn't model well. As a result I'm a little dissapointed with the results of my hard work. The use of precision guided munitions isn't handled by AI very well, and is very simplified when it comes to the player using them. A lot of the fun of using an LGB ulitmately comes from using LANTIRN and radar in conjuction to identify and lock up a target, then finally slewing the view around on the MFD to get a visual and designate. All of this is summed up with the "E" key in the TW series. The coordination and reliance on a well executed team effort is also a big part of it. SEAD and Escort flights do a mediocre job in this sim at best. I often find the SEAD flight arriving on target at the same time as or after my strike package, and then they drop some cluster bombs on one or two guns and then they're out of there, instead of targeting and taking out one of the several SAM sites that have me painted and diving for the deck. And we all know what happens when you ask Red Crown for assistance... I don't mean to rant against the TW games. They do what they were made to do extremely well (60's-70's air combat). While the outstanding mod community has given all the essentials for a 90's, 00's, or 10's scenario we're sitll plugging those into an engine designed for within visual range air combat and dumb bombs. So, while I've put a lot of effort into a modern campaign, I'll probably ulitmately end up archiving it and sticking with all the 60's-70's stuff, since that's where the immersion factor maxes out with this series. I'll let F4AF handle the modern stuff... Ok, off my soap box now... PS - all that being said, I'm still greatly looking forward to the Desert Storm mod and all the greatness it will offer. Maybe it'll change my opinion on modern combat in the TW series...
  13. Yes. I think in the announcement for the WOI patch, it said they would be "ready in the coming weeks", which I assume to be pretty soon. I hope that wasn't supposed to be read as "2 weeks..."
  14. Must be eagle day...
  15. A website is given in the readme for the vark package where you can download the cockpit.
  16. Great news! I never actually got WOI, but the TW website says the rest of the patches are soon to follow. Curious to see what they do to modded installs, though...
  17. The vietnamSEA_types.ini and _targets.ini from the Steel Tiger campaign is definitely where to start. I use that in my WOV install and my Linebacker III campaign. Are you going to use these in campaigns or just scripted single missions? If you're using them in campaigns, you'll notice that the types added at the bottom of _types.ini are listed as WAREHOUSE. In the campaign_data.ini the primary and secondary target types for each air offensive are listed at the top. If you leave the target type for the newly added targets as WAREHOUSE, you'll get strikes against the camps and artillery sites instead of warehouses. Because there are so many new "warehouse" targets added, they get randomly selected more often than actual warehouses anymore. What I did is change the types for all the new target types to MISC, and then added MISC to the target lists in the campaign_data.ini. The result is that I have better control over when the misc targets get fragged when I'm creating the campaign. Depending on how you want your campaign to play out, you could have the new "interdiction missions" few and far between, or make them the focus of the campaign. I think the Steel Tiger Types.ini and targets.ini is a great place to start, and then adding a few Ho Chi Min target areas with trucks placed in them would be a great addition!
  18. http://forum.combatace.com/index.php?autoc...p;showfile=5864
  19. Here are some pics: Thud ridge: This looks alright: This looks like thud ridge again: I tired messing with MIPMAP and also lowering those values at the very top of the data.ini file for SEA just in case. Still no luck.
  20. Hey CA_Stary, Great work on Green Hell 2, as usual. However, I'm not sure if Green Hell 2 is coming out the way it's supposed to after I installed. When I fly over "jungle" tiles (Thud Ridge, for example), I'm only seeing the round bushy trees and a lot of bare patches, and none of the palms or more "tropical" looking trees. I'm running it with the medium install, but I tired the high setting as well and got the BMP's that you see from straight above, but still just of the round bushy looking trees. I'll try and get you a screenshot later, but in the meantime I'd say it looks like a hill side with Oak trees all over it, not a jungle. Any idea what might be going on? Thanks! *edit* - Also, I just added all the files in on top of my previous Green Hell 1 install. Is that an issue? I should also mention that I'm one of those who uses an integrated graphics card and had to change DST to SRC or whatever it was. I don't know if that might have something to do with it... *edit* - (again) - Come to think of it, I think I'm also getting the same issue with the Cuba tree mod. After I fixed the SRC thing and got the trees to stop flashing, I was surprised by the lack of a lush jungle, but thought that was just the particular terrain I was flying over. I think now it's the same issue as GH2. I hope this isn't just a problem with my integrated card!!!
  21. [DT]DougGregglass on x-box live. I'm still level 55. I don't have a favorite set-up. I change it up depending on the map. Lately, though, been a big fan of the M4 w/ red dot, shotgun, and claymores.
  22. Well, here's the deal. I tried that data, it it help a little, but the suckers still fired head on, and didn't lead at all, so they were never even close to a hit, even with me in an A-1J at 150 kts. But then I had another idea. I successfully added the second missile, and kept the launch time at about 10 (seems to be time between launches...?) The result was an errant first missile if you fly straight at the guy as was expected, but then you'd get another right up the tail pipe after you flew over. If you flew around to the side, you get a 90 degree deflection shot (from either the first, second, or both missiles), but they rarely hit. So I think that's pretty much about as close to the real thing as you can get with the 'ole SA-7. Also tried it with a fast mover, and found you only at risk if you linger over the top of the SA-7 at very low speed and high angles of attack, which again, seems to be right on the money! Thanks for your help! Here's the data.ini:
  23. You're right on. After seeing a thread about fixing the hawk launcher issues by tweaking the pitch values, I gave that a try. I gave a range to all the launchers I listed above of about 20-80 and a default of 30 (got those from the SA-9). They all work now!!! And yeah, you better be on top of your game when you come across the Tunguska, or your toast before you know it!!! I have one more question, now, and I promise, this will be the last one. I got the SA-7 working per your instructions, but I want to see if I can change two things: 1. He always takes a head on shot as soon as I'm in range and heading towards him. This isn't accurate and results in every shot being a miss. Is there a way to get the ground object to try for rear aspect shots? 2. He only fires once. I tried adding a second missle system (missle2) by copying and pasting the first, but that didn't work. How can I give him more than one shot? Thanks!
  24. Maybe you could get the weapons door to open automatically too while your at it... ...just kidding...
  25. Not to hijack the thread, but I think this is slightly related... It would achieve a similar result of mixing up the ground units and CAS missions a little more. Is is possible to assign a ground object more than one type of detect system and weapon system? In other words, can I have a ground object that engages both ground targets and aircraft? I was thinking that if you could, you could add and SA-7 type weapon to ground objects, and the result would be enemy air defenses during CAS missions. Finally give a purpose to all those flares you can carry on the A-10!
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